451 lines
15 KiB
Lua
451 lines
15 KiB
Lua
local _G = ShaguTweaks.GetGlobalEnv()
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local GetExpansion = ShaguTweaks.GetExpansion
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local L = ShaguTweaks.L
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local API = ShaguTweaks.API
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local units = { players = {}, mobs = {} }
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local queue = { }
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local PASSIVE_CACHE_TTL = 90 * 24 * 60 * 60
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local libunitscan = CreateFrame("Frame", "ShaguTweaksUnitScan", UIParent)
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-- Chat history can be restored before PLAYER_ENTERING_WORLD. Bind the shared
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-- realm player database lazily whenever unit data is queried so every character
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-- on the same realm reuses the same class/name cache.
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local cacheMigrationDone = false
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local function MergePlayerData(target, source)
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for key, value in pairs(source) do
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if key == "lastseen_ts" then
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if type(value) == "number" and
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(type(target.lastseen_ts) ~= "number" or value > target.lastseen_ts)
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then
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target.lastseen_ts = value
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end
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elseif key == "lastseen" then
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if type(value) == "number" then
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if type(target.lastseen) ~= "number" or value > target.lastseen then
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target.lastseen = value
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end
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elseif target.lastseen == nil then
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target.lastseen = value
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end
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elseif target[key] == nil then
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target[key] = value
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end
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end
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end
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local function MergePlayerTable(target, source)
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if type(source) ~= "table" or source == target then return end
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for name, data in pairs(source) do
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if type(name) == "string" and type(data) == "table" then
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if type(target[name]) ~= "table" then
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target[name] = data
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else
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MergePlayerData(target[name], data)
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end
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end
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end
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end
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local function GetRealmPlayerCache()
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local root = _G.ShaguTweaks_player_cache
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if type(root) ~= "table" then
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root = {}
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_G.ShaguTweaks_player_cache = root
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end
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local realm = GetRealmName and GetRealmName() or "Unknown"
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if not realm or realm == "" then realm = "Unknown" end
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if type(root[realm]) ~= "table" then
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root[realm] = {}
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end
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local realmdb = root[realm]
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if type(realmdb.players) ~= "table" then
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realmdb.players = {}
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end
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return realmdb.players, realmdb, realm
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end
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local function MigrateLegacyPlayerCaches(playerdb, realmdb, realm)
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local perCharacterPlayers = type(ShaguTweaks_cache) == "table"
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and type(ShaguTweaks_cache.players) == "table"
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-- Normally this is a one-time migration. If another legacy code path happens
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-- to recreate the per-character players table later, migrate it again instead
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-- of letting duplicate data survive until the next session.
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if cacheMigrationDone and not perCharacterPlayers then return end
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-- Merge the old per-character cache, then remove its player entries so they
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-- are no longer written back to each character's SavedVariables file.
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if type(ShaguTweaks_cache) == "table" then
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MergePlayerTable(playerdb, ShaguTweaks_cache.players)
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local oldCleanup = tonumber(ShaguTweaks_cache.players_cleanup)
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if tonumber(realmdb.players_cleanup) == nil and oldCleanup then
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realmdb.players_cleanup = oldCleanup
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end
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ShaguTweaks_cache.players = nil
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ShaguTweaks_cache.players_cleanup = nil
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ShaguTweaks_cache.social_global_migrated = nil
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end
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-- Migrate the first test branch's temporary global Social Colors cache too.
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local oldGlobal = _G.ShaguTweaks_social_cache
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if type(oldGlobal) == "table" then
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local oldRealm = oldGlobal[realm]
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if type(oldRealm) == "table" then
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MergePlayerTable(playerdb, oldRealm.players)
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local oldCleanup = tonumber(oldRealm.players_cleanup)
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if tonumber(realmdb.players_cleanup) == nil and oldCleanup then
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realmdb.players_cleanup = oldCleanup
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end
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oldGlobal[realm] = nil
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end
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if next(oldGlobal) == nil then
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_G.ShaguTweaks_social_cache = nil
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end
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end
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cacheMigrationDone = true
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end
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local function EnsurePlayerCache()
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local shared, realmdb, realm = GetRealmPlayerCache()
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if units.players ~= shared then
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local transient = units.players
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units.players = shared
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MergePlayerTable(units.players, transient)
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end
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MigrateLegacyPlayerCaches(units.players, realmdb, realm)
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-- Final defensive cleanup: the shared cache is authoritative from this point
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-- on, so never leave a player table attached to the per-character cache.
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if type(ShaguTweaks_cache) == "table" then
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ShaguTweaks_cache.players = nil
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ShaguTweaks_cache.players_cleanup = nil
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ShaguTweaks_cache.social_global_migrated = nil
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end
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return units.players, realmdb
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end
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ShaguTweaks.GetPlayerCache = EnsurePlayerCache
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local function EnrichPlayerFromClassicAPI(name)
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if not name or not API or not API.GetCachedPlayerInfoByName then return end
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local _, class, _, _, _, _, _, guid = API.GetCachedPlayerInfoByName(name)
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class = class and class ~= "" and class or nil
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guid = guid and guid ~= "" and guid or nil
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if not class and not guid then return end
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-- Keep ShaguTweaks keyed by the exact name it already knows. This avoids
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-- duplicate SavedVariable entries if another cache normalizes name casing.
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units.players[name] = units.players[name] or {}
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units.players[name].class = class or units.players[name].class
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units.players[name].guid = guid or units.players[name].guid
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return name
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end
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local function EnrichPlayerFromCurrentChat(name)
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if not name or not API or not API.GetCurrentChatGUID or not API.GetPlayerInfoByGUID then return end
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-- ChatFrame:AddMessage can run before our CHAT_MSG_* listener has populated
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-- the passive cache. ClassicAPI exposes the current chat sender GUID during
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-- that same dispatch, so resolve the class synchronously when the GUID really
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-- belongs to the player name being requested.
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local guid = API.GetCurrentChatGUID()
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if not guid or guid == "" then return end
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local apiName, class = API.GetPlayerInfoByGUID(guid)
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class = class and class ~= "" and class or nil
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if not apiName or apiName == "" or not class then return end
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if string.lower(apiName) ~= string.lower(name) then return end
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units.players[name] = units.players[name] or {}
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units.players[name].class = class
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units.players[name].guid = guid
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return name
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end
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function ShaguTweaks.GetUnitData(name, active)
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if not name then return end
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EnsurePlayerCache()
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if not units["players"][name] then
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EnrichPlayerFromClassicAPI(name)
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if not units["players"][name] then
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EnrichPlayerFromCurrentChat(name)
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end
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elseif not units["players"][name].class then
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EnrichPlayerFromClassicAPI(name)
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if not units["players"][name].class then
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EnrichPlayerFromCurrentChat(name)
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end
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end
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if units["players"][name] then
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local ret = units["players"][name]
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return ret.class, ret.level, ret.elite, true
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end
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if units["mobs"][name] then
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local ret = units["mobs"][name]
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return ret.class, ret.level, ret.elite, nil
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elseif active then
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queue[name] = true
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libunitscan:Show()
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end
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end
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local function AddData(db, name, class, level, elite, guid)
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if not name then return end
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units[db][name] = units[db][name] or {}
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units[db][name].class = class or units[db][name].class
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units[db][name].level = level or units[db][name].level
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units[db][name].elite = elite or units[db][name].elite
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units[db][name].guid = guid or units[db][name].guid
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queue[name] = nil
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end
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local function RememberPlayer(name)
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if not name or name == "" or name == _G.UNKNOWN then return end
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EnsurePlayerCache()
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-- ClassicAPI exposes the GUID of the CHAT_MSG_* sender synchronously.
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-- Resolve class from the engine's existing name cache only: this is a pure
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-- cache read and never sends a /who or any other network query.
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local guid = API and API.GetCurrentChatGUID and API.GetCurrentChatGUID()
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guid = guid and guid ~= "" and guid or nil
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local class
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if guid and API.GetPlayerInfoByGUID then
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local _, apiClass = API.GetPlayerInfoByGUID(guid)
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class = apiClass and apiClass ~= "" and apiClass or nil
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end
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units.players[name] = units.players[name] or {}
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units.players[name].class = class or units.players[name].class
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units.players[name].guid = guid or units.players[name].guid
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local now = time()
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units.players[name].lastseen = now
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units.players[name].lastseen_ts = now
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end
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local function PrunePassivePlayers()
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local now = time()
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for name, data in pairs(units.players) do
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-- Normalize any empty legacy/API class token back to an unknown value.
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if data and data.class == "" then data.class = nil end
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-- Keep every player whose class was learned. Only anonymous/passive chat
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-- entries expire, and only when they carry our numeric last-seen timestamp.
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if data and not data.class and data.lastseen_ts and
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now - data.lastseen_ts > PASSIVE_CACHE_TTL then
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units.players[name] = nil
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end
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end
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end
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ShaguTweaks.RememberPlayer = RememberPlayer
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local passiveChatEvents = {
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["CHAT_MSG_CHANNEL"] = true,
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["CHAT_MSG_SAY"] = true,
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["CHAT_MSG_YELL"] = true,
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["CHAT_MSG_GUILD"] = true,
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["CHAT_MSG_OFFICER"] = true,
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["CHAT_MSG_PARTY"] = true,
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["CHAT_MSG_RAID"] = true,
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["CHAT_MSG_RAID_LEADER"] = true,
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["CHAT_MSG_RAID_WARNING"] = true,
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["CHAT_MSG_BATTLEGROUND"] = true,
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["CHAT_MSG_BATTLEGROUND_LEADER"] = true,
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["CHAT_MSG_WHISPER"] = true,
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}
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local useNameplateUnitEvents = API and API.eventutils and _G.C_EventUtils
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and _G.C_EventUtils.IsEventValid("NAME_PLATE_UNIT_ADDED")
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libunitscan:RegisterEvent("PLAYER_ENTERING_WORLD")
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libunitscan:RegisterEvent("PLAYER_LOGOUT")
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libunitscan:RegisterEvent("FRIENDLIST_UPDATE")
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libunitscan:RegisterEvent("GUILD_ROSTER_UPDATE")
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libunitscan:RegisterEvent("RAID_ROSTER_UPDATE")
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libunitscan:RegisterEvent("PARTY_MEMBERS_CHANGED")
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libunitscan:RegisterEvent("PLAYER_TARGET_CHANGED")
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libunitscan:RegisterEvent("WHO_LIST_UPDATE")
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libunitscan:RegisterEvent("UPDATE_MOUSEOVER_UNIT")
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if useNameplateUnitEvents then
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libunitscan:RegisterEvent("NAME_PLATE_UNIT_ADDED")
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end
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for chatEvent in pairs(passiveChatEvents) do
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libunitscan:RegisterEvent(chatEvent)
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end
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libunitscan:SetScript("OnEvent", function()
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if event == "PLAYER_LOGOUT" then
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-- SavedVariables are written after this event. Re-run the migration here so
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-- even a legacy addon path that recreated ShaguTweaks_cache.players during
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-- the session cannot persist a duplicate per-character player database.
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cacheMigrationDone = false
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EnsurePlayerCache()
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elseif event == "PLAYER_ENTERING_WORLD" then
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-- Ensure the saved database is already bound even if another module queried
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-- it earlier while restoring UI state.
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EnsurePlayerCache()
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-- One cheap cleanup pass at login. Known classes are kept forever.
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PrunePassivePlayers()
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-- update own character details
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local name = UnitName("player")
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local _, class = UnitClass("player")
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local level = UnitLevel("player")
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local guid = API and API.UnitGUID and API.UnitGUID("player")
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AddData("players", name, class, level, nil, guid)
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elseif event == "NAME_PLATE_UNIT_ADDED" then
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-- ClassicAPI exposes an exact nameplateN unit token here. Cache players
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-- passively while they are already visible in the world; this improves
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-- Social Colors/Chat Levels coverage without /who, TargetByName or frame
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-- wrappers, and deliberately does not use NAME_PLATE_CREATED.
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local unit = arg1
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if unit and UnitIsPlayer(unit) then
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local name = UnitName(unit)
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local _, class = UnitClass(unit)
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local level = UnitLevel(unit)
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local guid = API and API.UnitGUID and API.UnitGUID(unit)
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AddData("players", name, class, level, nil, guid)
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end
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elseif passiveChatEvents[event] then
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-- Passive cache only: remember speakers already delivered by the client.
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-- No /who, no TargetByName queue, no timer and no additional server query.
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RememberPlayer(arg2)
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elseif event == "FRIENDLIST_UPDATE" then
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local name, class, level
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for i = 1, GetNumFriends() do
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name, level, class = GetFriendInfo(i)
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class = L["class"][class] or nil
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-- friendlist updates due to friend going off-line return level 0, let's not overwrite good older values
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level = level > 0 and level or nil
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AddData("players", name, class, level)
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end
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elseif event == "GUILD_ROSTER_UPDATE" then
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local name, class, level, _
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for i = 1, GetNumGuildMembers() do
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name, _, _, level, class = GetGuildRosterInfo(i)
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class = L["class"][class] or nil
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AddData("players", name, class, level)
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end
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elseif event == "RAID_ROSTER_UPDATE" then
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local name, class, SubGroup, level, _
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for i = 1, GetNumRaidMembers() do
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name, _, SubGroup, level, class = GetRaidRosterInfo(i)
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class = L["class"][class] or nil
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local guid = API and API.UnitGUID and API.UnitGUID("raid" .. i)
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AddData("players", name, class, level, nil, guid)
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end
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elseif event == "PARTY_MEMBERS_CHANGED" then
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local name, class, level, unit, _
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for i = 1, GetNumPartyMembers() do
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unit = "party" .. i
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_, class = UnitClass(unit)
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name = UnitName(unit)
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level = UnitLevel(unit)
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local guid = API and API.UnitGUID and API.UnitGUID(unit)
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AddData("players", name, class, level, nil, guid)
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end
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elseif event == "WHO_LIST_UPDATE" then
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local name, class, level, _
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for i = 1, GetNumWhoResults() do
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name, _, level, _, class, _ = GetWhoInfo(i)
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class = L["class"][class] or nil
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AddData("players", name, class, level)
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end
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elseif event == "UPDATE_MOUSEOVER_UNIT" or event == "PLAYER_TARGET_CHANGED" then
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local scan = event == "PLAYER_TARGET_CHANGED" and "target" or "mouseover"
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local name, class, level, elite, _
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if UnitIsPlayer(scan) then
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_, class = UnitClass(scan)
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level = UnitLevel(scan)
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name = UnitName(scan)
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local guid = API and API.UnitGUID and API.UnitGUID(scan)
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AddData("players", name, class, level, nil, guid)
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else
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_, class = UnitClass(scan)
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elite = UnitClassification(scan)
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level = UnitLevel(scan)
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name = UnitName(scan)
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AddData("mobs", name, class, level, elite)
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end
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end
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-- Active legacy scans sleep while the player has a target. Wake the scanner
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-- only when that target disappears and queued work is actually waiting.
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if event == "PLAYER_TARGET_CHANGED" and next(queue) and
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not UnitExists("target") and not UnitName("target") then
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libunitscan:Show()
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end
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end)
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-- since TargetByName can only be triggered within vanilla,
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-- we can't auto-scan targets on further expansions.
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if GetExpansion() == "vanilla" then
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-- setup sound function switches
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local SoundOn = PlaySound
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local SoundOff = function() return end
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libunitscan:SetScript("OnUpdate", function()
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-- A queued legacy scan cannot do useful work while the player already has
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-- a target. Hide completely instead of polling this condition every frame;
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-- PLAYER_TARGET_CHANGED above wakes us when the target is cleared.
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if UnitExists("target") or UnitName("target") then
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this:Hide()
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return
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end
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local name = next(queue)
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if name then
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-- disable sound
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_G.PlaySound = SoundOff
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-- try to target the unknown unit
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TargetByName(name, true)
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ClearTarget()
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-- enable sound again
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_G.PlaySound = SoundOn
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queue[name] = nil
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end
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this:Hide()
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end)
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end
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